When you purchase a maneuver, you gain a +1 modifier to the statistics of the nearest Basic maneuver. For each additional limitation you add to it, you gain another positive +1. In the case of the Heavy Punch, add +2 to damage=+1 for having payed for a special maneuver in the 1st place, another +1 by adding "Committed" (meaning this maneuver may not be used in split dice pools).

End simple explanation. Some maneuvers become basic by template or powers (Claw maneuver, Touch Attack, etc.). All others must be paid for. I am working on a table to measure them all by, but that's slow in coming.

Yup, I own it. Sadly, it is also badly outdated & lends itself to a "Magic: The Gathering" approach to combat. The House Game system will streamline the basic rules for simplicity & continuity, then allow each individual character to purchase as many maneuvers as desirable, all of which should follow the aforementioned balanced equation. Characters who do not want to buy such things will not need to, & can use the basic techniques with whatever flavor text is desired.

Remember kids, if you are choking in a restaurant, all you need to do is to say "Heimlich Maneuver". I think they designed it this way because the act of trying to say "Heimlich" while choking might make you spit up whatever is blocking your airway.

These are examples of "Misc. Maneuvers", ones that don't specifically effect a combat or defensive action. Like all maneuvers, the list of possibilities is endless.

Miscellaneous Maneuvers
Pub Brawling
Effect: Reduces the Difficulty reduction gained by attackers flanking or attacking from behind by one, provided you are aware of them.

Slippery Footing
Effect: Reduces the penalty of fighting on slippery ground by -2.

Sidearm Throw
Effect: Increases Strength by +2 for determining the distance & damage of thrown objects. Committed (May not be used in split dice pools).

Reach
Effect: When armed with a weapon 3 ft. or more in length, you may constantly force opponents with shorter weapons to close ground, imposing a dice pool penalty of -2 on all attacks.

Knees & Elbows
Effect: You may use Punch & Kick Maneuvers even while Grappled.

Shield Use
Effect: You may impose a +1 Difficulty on all frontal attacks by proper use of a shield in your off-hand.

Kick Up
Effect: You may immediately get to your feet from the ground by taking a -2 die penalty to your next action.

Speed Drinking
Effect: You may consume 1 dose of alcohol per round without splitting your dice pool, assuming it is readily available.

Ground Fighting
Effect: You may reduce the penalty of fighting while prone by -2.

Catch Blade
Effect: You may attempt to block Melee weapons with your bare hands. Use the Block Maneuver at +1 Difficulty.

Spear Catching (Requires Catch Blade)
Effect: You may attempt to block thrown weapons or arrows at a +2 Difficulty (Use Block Maneuver). If you gain 3+ successes beyond what is required, you may catch the item rather than merely block it